No problem!! I’m trying to make sure I take no shortcuts in making my system as “proffesional” as possible. I also have CTRL+D scripted to deselect the current piece, and right now I’m scripting it so if you click while holding ALT you will “Clone” the style (or color depending on what tool you’re using) of the part you’re hovering over
I REALLY like how you implemented that. As Chipio said, it is rare these days in games, but the GUIs to redo it (in a list instead of just the last object) makes it really good.
Plans to optimize the lines?
imo, it shouldn’t be 7,200 Lines-
I understand lines that differ in height, but the ones on the same plane should merge if they are parallel, and at the same place.
If you liked that, I also put in the effort to make sure it works perfectly with other actions like deletion and removing parts
Though I need to make notifications “stack”. Instead of spamming the upper right I would like it to go
Undo Paint[x12]
Undo Remove Piece
Undo Add Piece[x6]
Yeah optimization can be done later on. Overall, the first map that I showed causes no issues in performance.
Plus 7,200 is calculated based on the amount of chunks. In reality, there are less lines than that because some of the chunks are in the void so their lines are automatically removed.
Finally getting more features on SDVB done
Now introducing, Keysounded FX tap notes and sound filter FX hold notes
More painful UI development. Somehow my class-based organization is actually working.
This screen is just 90 lines of code using the above modules.
Awesome material work! The transition from distant, pretty sky into details & characters is also really excellent.
Those UI animations
Doki-doki twist?
what happened to his hands, carl?
Lol I just kept them simple because animating hands will always take too much time and they’re just plain annoying. <3
I hope you do actual dragon designs because
I <3 derggos.